
			Creating a World


	Now that you've compiled all the code, you're now ready to
	create a world.  This is accomplished in several stages.

	Before creating a world, make sure that the emp_tm and emp_player
	processes have been killed off.  A running tm or player during
	a world creation will cause confusion later on when you try
	and examine the world, and note that the files haven't changed.


	Run the "file" program.  This will create the nation file to
	size of MAXNOC, and trash all of the other game-related data
	files that happen to be lying around.  If you've got an existing
	world, you will destroy it when you run "file".

	Note: The game expects to drop the binaries it makes in the bin/
	subdirectory, and the data files that are going to be
	created will be put in the data/ subdirectory.  If your
	configuration of the game places the data separate from the
	sources, you'll have to create the path up to and including
	the EMP directory.
	
	For example, you have sources in ~mr-frog/EMP/, and you want
	the game data dir to be /usr/games/lib/EMP.  You will
	need to end up with /usr/games/lib/EMP/{data,bin,info.nr}
	for the game to function properly.  (you'll also have to
	move the appropriate executables and info pages to their
	proper destinations in /usr/games/lib/EMP/*)


	Run the "land" program.  This creates a new sector file, with
	land and water as it deems appropriate.  Land is so-so for large
	worlds; take a good look at the world -- you'll likely be living
	with it for several months.

	World size #defines are located in misc.h, called WORLD_X and
	WORLD_Y.  The default world size is 256x256.  This is large,
	so you might want to shrink this down.  Changing the WORLD_X
	and WORLD_Y will require recompilation before it takes effect.
	Make sure you make from the top level, or else you might miss
	recompiling something important.  I have never tested  worlds
	larger than 256x256, although theoretically they should work.

	World sizes must be a multiple of 2.

	Since the emp_update process loads the entire empire sector
	file into memory to speed up the update process, you might
	want to keep worldsize down if your machine has a small
	amount of memory.

	If you want to look at the world you created, use empchk; it will
	show the number of continents, and the size of each continent.
	If you want to actually view the world, you'll have to start the
	game running.  You do this by running emp_tm, and emp_login.
	Make sure that there are no emp_tm or emp_login programs already
	running -- kill them off if they are.  Then execute emp_client,
	country POGO your name "peter", and you're set.  Now you can
	examine the world.


	Run the "ore" program.  Ore distributes the natural resources
	around the world.  You can log in as deity and run the "resource"
	and/or "sect" command to view the particular natural resource
	distribution; if you don't like the current one, re-run "ore".

	Now that you have a world that you like, you can start
	adding countries to it.  To do this, login to empire as
	POGO, and start adding countries.  Use "add" to create
	the instance of a country, and "newcap" to place the capitol
	of the newly added country.


	As mentioned above, the game is started by executing
	emp_login and emp_tm.  Errors will appear in the data
	subdirectory under the program name, e.g., tm.log, login.log,
	player.log, etc.  If something isn't working right, check the
	log files.  You should periodically remove these log files as
	they'll get larger over time.


	NB: If you want to experiment with writing little programs to
	maipulate sector files, look at "randpop" -- it distributes
	population and commodities around the world, although it
	must have some nations added to the game for this to work
	correctly.
